Give pld mace, give warrior hammer, problem solve

Give pld mace, give warrior hammer, problem solve


The funny thing is an axe is not even a cutting weapon it is a splitting/separating and bludgeoning weapon which is different in function lol. If you have ever used an axe before you would know what I am talking about lol. An axe is just a sharpened wedge and hammer combined into one tool. So with that being said, the fact that war has a slashing resist down move is just the dumbest thing lol. It makes no sense at all.
So too does a sword, though, anytime it's not spearing someone — it intends to part the sections of flesh it strikes between. Though only tools that aim just to cut ("rend", technically) are low weight high inward curved weapons like sickles or short karambit (not at the point it has the length or heft to function like a kukri instead), which almost always first pierce and then drag back towards the user to widen the wound, instead of pushing outward/forward in the original penetrating line.The funny thing is an axe is not even a cutting weapon it is a splitting/separating and bludgeoning weapon which is different in function lol. If you have ever used an axe before you would know what I am talking about lol. An axe is just a sharpened wedge and hammer combined into one tool. So with that being said, the fact that war has a slashing resist down move is just the dumbest thing lol. It makes no sense at all.
I just want to do away with the physical damage "types" in general, and instead include paradigmatic debuffs that allow a capped or tapering portion of raid damage to cause certain additional effects (e.g. have a higher potential or output for/in cleaving through the target, should cleaves ever become a thing, or creating more focus-affecting stagger, should stagger (damage-based soft interruption) ever become a thing).
You might, on a hit-by-hit, skill-by-skill basis, then grant back these "types" in order for each benefit more greatly from one debuff or another in a certain fashion or have different auxiliary outputs (e.g. blunt, which has more force, better directly sapping the potency out of an incoming attack, while piercing instead better saps their attack power longer term), but these really ought to be more than "+Tank/NIN damage", "+Ranged/DRG damage", "+Monk damage only", and "+caster damage" if we're going to excuse those debuffs through apparent forms of damage application.
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